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Heroes of the Storm |OT2| Imitation is the sincerest form of flattery

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How is this game doing? I mean numbers-wise. Is the player base growing? Has it made a dent in LoL or DOTA2?

I haven't heard much from Blizzard regarding the future of this game.
 

Alur

Member
We don't have any numbers. None have been released. HOTSlogs uploads indicate it's very, very slowly growing but not everyone uses that so its just a sample of the population. Twitch numbers are meh outside of tournaments.

I don't know that you could say it's made a dent in League or Dota. I'm sure it probably stole some very casual players, but on the whole it's a much smaller population. That's kind of to be expected, though, I guess.

The game is healthy, however. There are plenty of players and it certainly appears that Blizz is raking in the dough regardless. It's not like an abandoned MMO if that's what you're asking. It's just not the juggernaut people had hoped it would be. A few key features a little earlier and a better release and the game would arguably be considerably more popular. Kind of remains to be seen how those features will affect the population once they are in.
 

Yoshichan

And they made him a Lord of Cinder. Not for virtue, but for might. Such is a lord, I suppose. But here I ask. Do we have a sodding chance?

Alur

Member
Kharazim:

Breath of Heaven:

Heal amount increased from 250 to 280.

Echo of Heaven talent reduced from 50% to 35% on the second wave of the heal.
 
ASSASSIN


FALSTAD


Hammerang (Q)
Gathering Storm (Talent)
Damage gained per Hero hit increased from 1 to 2
BOOMerang (Talent)
Reactivation damage increased from 150 (+4% per level) to 175 (+4% per level)
Damage radius increased by 25%, which now more appropriately matches the explosion’s visual effects
Lightning Rod (W)
Charged Up (Talent)
Additional strikes increased from 2 to 3
Thunderstrikes (Talent)
Damage bonus per subsequent strike increased from 15% to 20%
Barrel Roll (E)
Updraft (Talent)
Range bonus increased from 30% to 40%
Developer Comments: Overall, we are very happy with where Falstad is currently sitting, especially in the professional scene. We have been keeping an eye on some of his weaker Talents, though, and felt we could make some of his Talent tiers more competitive by tuning them up.
We love the feedback we have been receiving on the quest-style talents that some Heroes have, like Gathering Storm, and want to offer more opportunities for players to show off their skill!
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GREYMANE


Basic Attack damage increased from 138 (+4% per level) to 145 (+4% per level)
Gilnean Cocktail (Q)
Primary target damage reduced from 69 (+4% per level) to 59 (+4% per level)
Splash damage reduced from 207 (+4% per level) to 177 (+4% per level)
Developer Comments: Greymane’s Gilnean Cocktail build has been very dominant since the last round of buffs to the Ability. We’re seeking to nerf that build slightly so that it isn’t always the correct choice, and compensate him by improving his Basic Attack builds slightly. Overall, we think this is a minor nerf to the Hero, but nothing substantial.
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LI-MING


Magic Missiles (Q)
Now deals 50% damage against Structures
Mirrorball (Talent)
Now also increases the Mana cost of Magic Missiles by 5
Fireflies (Talent)
Now also reduces the Mana cost of Magic Missiles by 5
Disintegrate (R)
Temporal Flux (Talent)
Slow amount reduced from 60% to 40%
Developer Comments: Magic Missiles were not designed with intent on dealing heavy Siege damage, so we are halving it against Structures. Li-Ming’s level 16 Talents are all incredibly valuable and fun to play with, but at the end of the day, Mirrorball added too much power without any kind of drawback; the shifts in Mana costs should help sweeten the pot for players that want to spec into Fireflies.
As for Temporal Flux, well, let’s just say we were so in love with Li Ming’s overwhelmingly powerful level 20 Talents that we misjudged how demoralizing a 60% slow could be to play against when its cooldown constantly reset.
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VALLA


Basic Attack damage increased from 91 (+4% per level) to 94 (+4% per level)
Hatred (Trait)
Basic Attack damage gained per Hatred stack increased from 2% to 3%
Punishment (Talent)
Hatred stacks gained per Ability cast increased from 3 to 4
Manticore (Talent)
Damage bonus increased from 50% to 60%
Multishot (W)
Damage reduced from 164 (+4% per level) to 148 (+4% per level)
Vault (E)
Caltrops (Talent)
Damage increased from 30 (+4% per level) to 45 (+4% per level)
Slow amount increased from 20% to 30%
Rain of Vengeance (R)
Damage increased from 256 (+4% per level) to 350 (+4% per level)
Developer Comments: Right now, the safest way to play Valla (Multishot build) is also the most effective. The changes to her Multishot, Hatred, and Basic Attack damage are the first of many to come that should help to align the efficacy of a Hero’s build with the difficulty in which that build plays. The other balance tweaks are quality of life changes for some of her weaker Talents.
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SPECIALIST


ABATHUR


Symbiote (Q)
Carapace (E)
Shield amount increased from 137 (+4% per level) to 150 (+4% per level)
Toxic Nest (W)
Vile Nest (Talent)
Slow amount decreased from 50% to 40%
Slow duration reduced from 4 to 3 seconds
Developer Comments: It’s extremely difficult bartering with a space slug. Abathur refuses to allow us to nerf devolve him without also buffing evolving him. In exchange for lowering the overbearing slow amount and duration of Vile Nest, he has gladly accepted a baseline increase to his Carapace Shielding.
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ZAGARA


Hunter Killer (W)
Health changed from 554 (+3% per level) to 471 (+3.5% per level)
Devouring Maw (R)
Cooldown increased from 100 to 120 seconds
Tyrant Maw (Talent)
Cooldown reduction increased from 25 to 30 seconds per takedown
Developer Comments: Hunter Killers are a bit too overwhelming during the early laning phases, and we are hoping to give some other Heroes more counter-play options than just retreating back behind their gate.
Devouring Maw has shown time-and-again that it has the power to completely change the outcome of a fight, and even a game. We feel it should join some of the other, similarly powerful Heroics at the two-minute cooldown mark.
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SUPPORT


KHARAZIM


Breath of Heaven (W)
Heal amount increased from 250 (+4% per level) to 280 (+4% per level)
Echo of Heaven (Talent)
Second wave Heal amount decreased from 50% to 35%
Developer Comments: Kharazim’s Echo of Heaven Talent is contributing too much to his overall Healing. We’ve decided to nerf the amount of Healing it offers and buff his base kit to compensate. His Healing output with the Talent should be roughly the same, but now players should have more flexibility to pick other Talents on its tier.
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WARRIOR


ARTANIS


Health increased from 2245 (+4% per level) to 2335 (+4% per level)
Health Regeneration increased from approximately 4.67 per second (+4% per level) to approximately 4.86 per second (+4% per level)
Shield Overload (Trait)
Shield Battery (Talent)
Cooldown reduction increased from 6 to 8 seconds
Phase Bulwark (Talent)
Duration of Ability damage reduction increased from 3 to 4 seconds
Shield Surge (Talent)
Bonus Shield amount increased from 50% to 100%
Blade Dash (Q)
Templar’s Zeal (Talent)
Cooldown recharge rate increased from 75% to 100%
Twin Blades (W)
Amateur Opponent (Talent)
Bonus damage against non-Heroic targets increased from 100% to 150%
Triple Strike (Talent)
Now also increases the cooldown of Twin Blades by 1 second
Phase Prism (E)
Khaydarian Resonance (Talent) removed
Chrono Surge (Talent)
Attack Speed bonus increased from 25% to 40%
Warp Sickness (Talent)
Slow duration increased from 3 to 4 seconds
Graviton Vortex (Talent)
Now also reduces the cooldown of Phase Prism by 6 seconds
Developer Comments: Artanis has a lot of Talents that were underperforming when compared to the others on the tier. These buffs should nudge him toward better build diversity. We’ll continue to monitor Artanis after this first round of buffs, and a few more changes may charge into the Nexus at a later date, if necessary.
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SONYA


Wrath of the Berserker (R)
Cooldown increased from 45 to 60 seconds
Developer Comments: Wrath of the Berserker is available too frequently, which devalues some of the skill involved with keeping the buff up as long as possible. This should calm her nerves a tad while helping to differentiate players who can manage their Wrath generation from those who can’t.
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BUG FIXES
Heroes and Talents

Abathur players will no longer become locked out of casting Abilities if Symbiote is cast at the same moment that Abathur is killed.
Fixed an issue that could completely refill Muradin’s Mana under certain circumstances.
Xul’s Spectral Scythe will no longer disappear prematurely if Bone Armor expires while the Scythe is airborne.
Fixed a rare issue that could cause Xul’s Skeletal Mages to persist longer than the Ability’s intended duration.


Wtf greymane nerfs
 

Alur

Member
Not at all? Explain. Other than wanting to keep everyone from going Q build, they hurt his power which he did not need. He wasn't dominating anyone. He was just good.

EDIT: Whole patch is pretty underwhelming for shaking things up outside of Mingus from what I've read so far.
 
Just glad they didn't completely neuter Ming by reducing her range. The nerfs are fine by me.

Do they actually think Greymane's talents are in a healthy state they could nerf his 1 well performing build.

Maw nerf was long overdue

Multishot nerf is just dumb.

Kharazim might enable him to take cleanse now.

Valla nerf?

They decreased the damage on one ability while increasing the damage on her trait, her auto-attacks, a few talents, and one ultimate. I think she got buffed.

It's a buff to AA which no one build her into and there are just other heroes who can do that better. Unless that makes it viable nerfing multishot is nerfing Valla. Puncturing Arrow also got no buffs.
 

Alur

Member
Glad to see the maw change. It's an annoying ult.

That's what I was getting at with Greymane. He had the one build because it was the only one that you could survive playing, but now they targeted it to get people to diversify without giving something else in return. Not sure I understand that.

And yeah, Valla mana fix would do so much for her =/
 

Maledict

Member
Falstad changes - great. Scarily similar to what I posted yesterday. Surprised at the lack of gust change.

Greymane - bullshit. He's a great character, the fact he only has one build is a flaw in the damn talents and base ability. This is really, really dumb.

Kharazim - excellent changes all round, hopefully frees up 7 a bit more. Now do the same for Brghtwing...;-)

Artanis - why won't they just bite the bullet, admit the kit is broken, and implement the baseline charge like they even acknowledge in the patch note? Boosting his power level won't help when his fundamental issue is he isn't fun to play until 16.

Li-Ming - all seems sensible. That 60% slow was ludicrous given the power of other slows in the game.

Valla - not sure, still think they need to address mana costs.

Sonya - probably deserved, it was an effective 'do 40% more damage' heroic with that cooldown.
 

Alur

Member
Agreed on Artanis. All the changes read like "we did some stuff but still think we can avoid doing the thing everyone wants us to do".
 

kirblar

Member
Not at all? Explain. Other than wanting to keep everyone from going Q build, they hurt his power which he did not need. He wasn't dominating anyone. He was just good.

EDIT: Whole patch is pretty underwhelming for shaking things up outside of Mingus from what I've read so far.
Hes a 100% pick rate in Korea, no?
 

Silexx

Member
Apparently, I was playing Artanis wrong this whole time because I was always picking Chrono Surge and Phase Bulwark and now they just got buffed.
 

Alur

Member
Hes a 100% pick rate in Korea, no?

I don't think they balance based on the Korean meta. He's not 100% elsewhere, and less reliable still in the hands of the population who actually pay the bills by playing.

They clearly want him to diversify but players already went that route when he released (trying to go AA with W and/or straight worgen) and it just wasn't viable. The nerf just doesn't make a whole lot of sense in that context when they didn't give something besides a small AA damage buff in return.
 

Alur

Member
I tried my damnedest to make W build work at release. It's a nice little gimmick if it works. We'll see I guess but doesn't seem like enough. And I mean that more on our end than on the competitive end.
 

kirblar

Member
In this case, it really didn't look like Korea was wrong, though- he's been pretty absurd in US/EU game as well.

Safe poke builds being the "best" build makes sense as a balance concern in general though- he and Valla just got hit with nerfs explicitly trying to make players "go in" more.
 

Alur

Member
I get the concern. It's just the go-in build isn't very good. If they want it used gotta make it more than a trap.
 

brian!

Member
Greymane nerfs are a bit low imo and serve no practical purpose

Main design flaw of gmane is that he is self sufficient (he pokes them down and he finishes them off; he should need a specific comp to fill one or the other imo)
 
Why the hell did Falstad of all people need a buff and Valla of all people need a - excuse me, "adjustment"

Why fix what isn't broken, especially when they fix something they have to rebreak it worse than it was before they touched it

Expected that Abathur mine change after all the whining recently. I don't expect it to make much difference, mines are utility and a map-based distraction, a small change to the slow doesn't really affect it's viability, the duration affects its utility but again, it's there to piss people off, interrupt their flow, and make them want to take the wrong route to an objective. Carapace buff is nice but meaningless considering no one is going symbiote build if they are going mine build. Time to see if Symbiote build is still wildly unpredictably shit in QM, I guess.
 

Ketch

Member
Magic Missiles (Q)
Now deals 50% damage against Structures

thank goodness


I think it's okay to take some damage of Gm's Q, but that seems like a lot....


and I guess they just really want falstad to be the best assassin in the game.


How do people build artanis? Cuss to me it looks they just straight buffed all of the talents that I pick anyway, so I'm not sure how that creates diversity.
 

brian!

Member
Considering missiles are basically her auto attacks that's plenty.

Iunno ppl spam it too much for no purpose, but id have to see how the nerf works in practice so you might be right, id be more rdy to agree if it was just on missles itself and not on mirrorball

Agree totally on gmane, im into a big nerf on q (wish it were bigger or they reworked the q talents), but weird that this is all that happened, unless there is some hype auto build im missing
 
I really think Falstad needed a buff like Xul needs a buff

Sonya nerf can only be good news

Li Ming changes should be fine, though personally I didn't consider her that much of a problem anymore outside of laning with Xul, until she hit 20 - which they've thankfully addressed now

I guess I just feel like so much of this patch is out of left field, almost like someone is justifying their job rather than trying to address bigger issues
 

Ketch

Member
Iunno ppl spam it too much for no purpose, but id have to see how the nerf works in practice so you might be right, id be more rdy to agree if it was just on missles itself and not on mirrorball

Agree totally on gmane, im into a big nerf on q (wish it were bigger or they reworked the q talents), but weird that this is all that happened, unless there is some hype auto build im missing

I think that's the issue though, you don't need to build him for auto attacks or worgen form because the base kit just does so much fuckin damage.

If they want to increase his talent diversity they should give him some talents he needs like some sustainability or defensive ability or something.

I think there are some talents that are bad in a way where if you just played better you wouldn't need them, for example: Cooldown reduction on Greymane's W - if you just don't waste your W then you don't need this talent. And it's not like it doesn't just let you use your W more often but you could pick something else, not waste your W, and kind of have like two talents for the price of of you know what I mean?

It's like play again vikings, or apocalypse after diablo dies... I think it's just way better to get a different talent and then just not feed (it's a little different because you can't always control if you die). Or Monk's lvl 20 palm upgrade..... just don't waste your palm and you're way better off. They should make the lvl 20 palm upgrade 2 charges.
 

Alur

Member
Yeah doing damage has never been his issue. It's surviving the engage so you can utilize it that is hard with a non-Q focused build.

EDIT: also regarding cocktail, it should always hit just like the talent at 4 or 7 (I forget which level) allows it to do. A damage nerf and that added baseline would've made sense. Makes no sense that it doesn't always explode anyway...it just magically gets sucked into the ether.
 
From what I've seen play again is actually used in EU to teleport vikings across the map as much as to res them. Doesn't hurt that it also heals the caster.

Triple vikings spin to win on one target hurts.

Generally on die talents suck, though Korea loved the one that gives tyrale's trait abilities.
 
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